pseudoscience

tech: pseudoscience - renewing power up choices costs no research, but adds 1-5 JUNK to the potential tech pool

>update text now shows the last 20 updates and has a scroll bar
This commit is contained in:
landgreen
2021-07-01 07:41:16 -07:00
parent a2b56d1f7e
commit 8b73c9ffc4
8 changed files with 69 additions and 68 deletions

View File

@@ -1572,7 +1572,7 @@ const m = {
if (input.field) {
const oldHarmonicRadius = m.harmonicRadius
m.harmonicRadius = 0.985 * m.harmonicRadius + 0.015 * 2.5
m.energy -= 0.45 * (m.harmonicRadius - oldHarmonicRadius)
m.energy -= 0.35 * (m.harmonicRadius - oldHarmonicRadius)
} else {
m.harmonicRadius = 0.997 * m.harmonicRadius + 0.003 * 1
}
@@ -2488,9 +2488,9 @@ const m = {
},
{
name: "wormhole",
description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong class='color-worm'>wormholes</strong> attract <strong class='color-block'>blocks</strong> and power ups<br><strong>10%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong class='color-worm'>wormholes</strong> attract <strong class='color-block'>blocks</strong> and power ups<br><strong>11%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
effect: function() {
m.duplicateChance = 0.1
m.duplicateChance = 0.11
powerUps.setDo(); //needed after adjusting duplication chance
m.hold = function() {
@@ -2539,7 +2539,7 @@ const m = {
dyP = dyP2
}
dist2 = dxP * dxP + dyP * dyP;
if (dist2 < 600000 && !(m.health === m.maxHealth && powerUp[i].name === "heal")) {
if (dist2 < 600000) { //&& !(m.health === m.maxHealth && powerUp[i].name === "heal")
powerUp[i].force.x += 4 * (dxP / dist2) * powerUp[i].mass; // float towards hole
powerUp[i].force.y += 4 * (dyP / dist2) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
Matter.Body.setVelocity(powerUp[i], { //extra friction